by somenpotatis » Wed Nov 06, 2019 10:40 am
Thanks for your thoughtful input, I find it motivating to get a response from an experienced player!
1) Funny that you mention this. I started out selecting an arbitrary map size and then set my distances from the center to the capitals and then from the capitals to the 3 fringe cities assuming an average moving range of about 15, thus leaving the outer map boundaries being unused. The unused space disturbed me, so later I decided to fill the void with something natural looking that wouldn't really interfere with the tactical game inside the walls, but perhaps I should have just switched to a smaller map instead.
2, 3) This is a flaw of the FFA system I can't work around. The map started out as a scenario and each team was given a light infantry (and a hero) to start with and was limited to produce non-terrain capable units at the capital, and using such a unit enabled all teams to reach center with about the same move points. The main idea back then was to make players chose which of the 3 (originally unguarded) fringe cities to conquer first, and by doing that also deciding what enemy terrain to prefer to attack first after reaching the center (the center only had one city back then, so you were more likely to move on to an enemy home base). The main idea worked but was quite the slow burner and later forked out to accommodate a more aggressive FFA play style focused on reaching the center first.
4) I think you're right since no one in my test games so far has bothered taking any city outside the walls, and I believe having more cities to claim will give us longer lasting and more satisfying games to play.
5) I actually put a single square of road on the lava on the exact same spot you mention just to give players an easy way over the wall, but perhaps changing the ghost to something nicer would make the outside more useful (back then I didn't want the outside to be distracting from the tactical mechanics of the inside, but now I think that adding some poor villages near the mountains could give players more room to adapt to their own play style).
6) That is a viable defensive tactic of course, however getting enough units to both defend a tower and one/several central cities adequately won't be easy in the first turns of the game. I think it can work as it is?
Thanks for the feedback!